Super Smash Bros. Ultimate

Joker (SSBU)/Forward tilt: Difference between revisions

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(Looks much cleaner this way. Also Joker and Arsene's hits have always been able to connect on the same frame; that's how hitboxes with different part numbers work, and ftilt is no exception)
 
(7 intermediate revisions by 4 users not shown)
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==Overview==
==Overview==
Joker's forward tilt is a very powerful, two hit spacing tool. It has extremely long range, most notably outranging {{SSBU|Lucina}}'s forward tilt. Given it's also frame 8, it can be used in neutral against reckless approaches to force the opponent to use other options. Forward tilt can be angled as well, allowing for a high degree of flexibility in its uses (such as the upward angle beating numerous short hop approaches). Given this uses Joker's knife, the disjoint is extremely large as well. As a result, forward tilt is often used defensively.  
Joker's forward tilt is a very powerful, two hit spacing tool. It has extremely long range, most notably outranging {{SSBU|Lucina}}'s forward tilt. Given it's also frame 8, it can be used in neutral against reckless approaches to force the opponent to use other options. Forward tilt can be angled as well, allowing for a high degree of flexibility in its uses (such as the upward angle beating numerous short hop approaches). Given this uses Joker's knife, the disjoint is decently large as well. As a result, forward tilt is often used defensively.  


With Arsene active, forward tilt gains a larger disjoint along with a slightly lingering hitbox, improving its utility when it comes to stopping approaches. It also becomes slightly stronger, with +15 base Knockback and +1 Knockback Growth, and added damage from Arsene. Given the base knockback gets the highest increase, this means that the move will send opponents further away at lower percentages, allowing it to further be used as a defensive option. In addition, there is a shieldstun multiplier of 2 applied to the second hit, improving its safety on shield slightly. Given the way Arsene works, if Joker hits on Frame 19, Arsene will connect on Frame 20, effectively giving the hitboxes a slight extension.  
With Arsene active, forward tilt gains a larger disjoint along with a slightly lingering hitbox, improving its utility when it comes to stopping approaches. It also becomes slightly stronger, with +15 base Knockback and +1 Knockback Growth, and added damage from Arsene. Given the base knockback gets the highest increase, this means that the move will send opponents further away at lower percentages, allowing it to further be used as a defensive option. In addition, there is a shieldstun multiplier of 2 applied to the second hit, improving its safety on shield slightly. Given the way Arsene works, if Joker hits on Frame 19, Arsene will connect on Frame 20, effectively giving the hitboxes a slight extension.  


All of forward tilt's angles also have different knockback stats. Angled up has a substantial increase (+15 - +18) compared to the other two, with an angle of 45 instead of 35. As a result, it is most optimal to angle forward tilt upwards when it comes to going for the KO; especially with Arsene. Downward angled forward tilt also has a knockback angle of 25, which is a solid semi-spike angle for [[gimping]].  
All of forward tilt's angles also have different knockback stats. Angled up has a substantial increase (+15 - +18) compared to the other two, although with an angle of 45. It is most optimal to angle forward tilt downwards when it comes to going for the KO; especially with Arsene. This is because downward angled forward tilt also has a knockback angle of 25, which is a solid semi-spike angle for [[gimping]] if the player is facing characters like {{SSBU|Little Mac}}. This angle is also substantially harder to [[DI]] than the others. 
 
On shield, forward tilt remains the same regardless of angle: -22 on Hit 1, and -15 on Hit 2<ref>https://docs.google.com/spreadsheets/d/1rpBbWlrD_nEhWwWy6IlaObaEumy1xZJisk7Y7db137E/edit?usp=sharing</ref>. While this sounds unsafe, Hit 2's formidable range makes it very safe when spaced correctly. In addition, Arsene makes it just -11, with very few characters being able to punish it without Joker being able to respond. As a result, this move can be used in neutral as a niche shield pressure option while Arsene is around.
 
In terms of safety on hit, the safest version is the angled up one, being +6 at 0%<ref>https://docs.google.com/spreadsheets/d/1ANcZM1Lk6P1ZXP46NemrzS7ROnIMrKfD43ednaHCdiM/edit?usp=sharing</ref>. However, the low angled variant KOs the earliest, although the advantage becomes more consistent at around 125% (+19 Unangled, +21 Up, +18 Low on {{SSBU|Mario}}). If a Joker player wishes to go for maximum hit advantage, starting with the up angled variant and gradually moving to the lower angled one is a viable strategy to make use of.  


==Hitboxes==
==Hitboxes==
===Angled upwards===
===Angled up===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
!Shieldstun
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=3
|damage=3.0%
|angle=180
|angle=180
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=10
|fkv=10
|setweight=t
|r=2.5
|r=2.5
|bn=knife
|bn=knife
Line 40: Line 47:
|ypos=4.0
|ypos=4.0
|zpos=0.0
|zpos=0.0
|ff=0
|ff=1.0
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
|&mdash;
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=3
|damage=3.0%
|angle=35
|angle=35
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=20
|fkv=25
|setweight=t
|r=2.5
|r=2.5
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=-3.0
|ypos=-3.0 to 4.0
|zpos=0.0
|zpos=0.0
|ff=0
|ff=1.0
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 2|42}}
|&mdash;
{{HitboxTableTitle|Hit 2 (without Arsene)|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=5
|damage=5.0%
|angle=45
|angle=45
|af=3
|bk=45
|bk=45
|ks=128
|ks=128
Line 75: Line 87:
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=-3.0
|ypos=-3.0 to 4.0
|zpos=0.0
|zpos=0.0
|ff=0
|ff=1.0
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
|}
|&mdash;
 
{{HitboxTableTitle|Hit 2 (with Arsene)|42}}
===Angled forwards===
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=0
|damage=3
|damage=5.0%
|angle=93
|angle=45
|bk=0
|af=3
|ks=100
|bk=60
|fkv=20
|ks=121
|r=2.5
|fkv=0
|r=4.0
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=4.0
|ypos=3.5 to 4.5
|zpos=0.0
|zpos=0.0
|ff=0
|ff=1.7
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
|2×
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=1
|damage=3
|part=1
|angle=40
|damage=5.0%
|bk=0
|angle=45
|ks=100
|af=3
|fkv=20
|bk=60
|r=2.5
|ks=121
|bn=knife
|xpos=0.0
|ypos=-3.0
|zpos=0.0
|ff=0
|type=Sword
|effect=Slash
|sfx=Slash
|slvl=M
}}
{{HitboxTableTitle|Hit 2|42}}
{{UltimateHitboxTableRow
|id=2
|damage=5
|angle=35
|bk=45
|ks=110
|fkv=0
|fkv=0
|r=2.5
|r=4.0
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=3.0
|ypos=3.5 to 4.5
|zpos=0.0
|zpos=0.0
|ff=0
|ff=1.7
|type=Sword
|type=Explosive
|effect=Slash
|effect=Darkness
|sfx=Slash
|sfx=Fire
|slvl=M
|slvl=L
|clang=f
|rebound=f
}}
}}
|2×
|}
|}


===Angled downwards===
===Angled forward===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
!Shieldstun
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=3
|damage=3.0%
|angle=93
|angle=93
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=10
|fkv=20
|setweight=t
|r=2.5
|r=2.5
|bn=knife
|bn=knife
Line 160: Line 160:
|ypos=4.0
|ypos=4.0
|zpos=0.0
|zpos=0.0
|ff=0
|ff=1.0
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
|&mdash;
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=3
|damage=3.0%
|angle=40
|angle=40
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=20
|fkv=20
|setweight=t
|r=2.5
|r=2.5
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=-3.0
|ypos=-3.0 to 4.0
|zpos=0.0
|zpos=0.0
|ff=0
|ff=1.0
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 2|42}}
|&mdash;
{{HitboxTableTitle|Hit 2 (without Arsene)|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=5
|damage=5.0%
|angle=25
|angle=35
|af=3
|bk=45
|bk=45
|ks=105
|ks=110
|fkv=0
|fkv=0
|r=2.5
|r=2.5
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=3.0
|ypos=-3.0 to 4.0
|zpos=0.0
|zpos=0.0
|ff=0
|ff=1.0
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
|}
|&mdash;
 
{{HitboxTableTitle|Hit 2 (with Arsene)|42}}
==Arsene + Awakened Joker Hitboxes==
While Arsene is active, two hitboxes get added onto Joker's forward tilt. These take up Hitbox ID positions 0 (Arsene's hit) and 1 (Awakened Joker's hit) on Hit 2. These are put in the order given in Ruben's Data Viewer<ref>https://rubendal.github.io/ssbu/#/Character/Joker</ref>. Arsene is coded to hit the frame after Hit 2 connects.
 
===Angled upwards===
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 2 Awakened Joker|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=5
|damage=5.0%
|angle=45
|angle=35
|af=3
|bk=60
|bk=60
|ks=121
|ks=106
|fkv=0
|fkv=0
|r=4.0
|r=4.0
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=3.5
|ypos=0.5 to 3.5
|zpos=0.0
|zpos=0.0
|ff=1.7
|ff=1.7
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 2 Arsene|42}}
|
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=5
|part=1
|angle=45
|damage=5.0%
|angle=35
|af=3
|bk=60
|bk=60
|ks=121
|ks=106
|fkv=0
|fkv=0
|r=4.0
|r=4.0
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=3.5
|ypos=0.5 to 3.5
|zpos=0.0
|zpos=0.0
|ff=1.7
|ff=1.7
|type=Explosive
|type=Explosive
|effect=Flame
|effect=Darkness
|sfx=Fire
|sfx=Fire
|slvl=L
|slvl=L
|clang=f
|rebound=f
}}
}}
|2×
|}
|}


===Angled forwards===
===Angled down===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 2 Awakened Joker|42}}
!Shieldstun
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=5
|damage=3.0%
|angle=35
|angle=93
|bk=60
|af=3
|ks=106
|bk=0
|fkv=0
|ks=100
|r=4.0
|fkv=10
|setweight=t
|r=2.5
|bn=knife
|xpos=0.0
|ypos=4.0
|zpos=0.0
|ff=1.0
|type=Sword
|effect=Stab
|sfx=Slash
|slvl=M
}}
|&mdash;
{{UltimateHitboxTableRow
|id=2
|damage=3.0%
|angle=40
|af=3
|bk=0
|ks=100
|fkv=20
|setweight=t
|r=2.5
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=0.5
|ypos=-3.0 to 4.0
|zpos=0.0
|zpos=0.0
|ff=1.7
|ff=1.0
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 2 Arsene|42}}
|&mdash;
{{HitboxTableTitle|Hit 2 (without Arsene)|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=2
|damage=5
|damage=5.0%
|angle=35
|angle=25
|bk=60
|af=3
|ks=106
|bk=45
|ks=105
|fkv=0
|fkv=0
|r=4.0
|r=2.5
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=0.5
|ypos=-3.0 to 4.0
|zpos=0.0
|zpos=0.0
|ff=1.7
|ff=1.0
|type=Explosive
|type=Sword
|effect=Flame
|effect=Stab
|sfx=Fire
|sfx=Slash
|slvl=L
|slvl=M
}}
}}
|}
|&mdash;
 
{{HitboxTableTitle|Hit 2 (with Arsene)|42}}
===Angled downwards===
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 2 Awakened Joker|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=5
|damage=5.0%
|angle=25
|angle=25
|af=3
|bk=60
|bk=60
|ks=106
|ks=106
Line 305: Line 334:
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=0.5
|ypos=0.5 to 2.5
|zpos=0.0
|zpos=0.0
|ff=1.7
|ff=1.7
|type=Sword
|type=Sword
|effect=Slash
|effect=Stab
|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 2 Arsene|42}}
|
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=5
|part=1
|damage=5.0%
|angle=25
|angle=25
|af=3
|bk=60
|bk=60
|ks=106
|ks=106
Line 324: Line 355:
|bn=knife
|bn=knife
|xpos=0.0
|xpos=0.0
|ypos=0.5
|ypos=0.5 to 2.5
|zpos=0.0
|zpos=0.0
|ff=1.7
|ff=1.7
|type=Explosive
|type=Explosive
|effect=Flame
|effect=Darkness
|sfx=Fire
|sfx=Fire
|slvl=L
|slvl=L
|clang=f
|rebound=f
}}
}}
|2×
|}
|}


==Timing==
==Timing==
===Normal Joker===
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!Hit 1
|8-9, 13-15
|8-9
|-
|-
!Interruptible
!Hit 2 (without Arsene)
|35
|13-15
|-
|-
!Animation length
!Hit 2 (with Arsene)
|34
|13-19
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=19}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStripEnd}}
 
===Arsene active===
Note that Arsene himself will hit on the next frame after an opponent is hit. As a result, it is possible for him to hit on Frame 20. If he leaves during the attack, '''the hit will still occur'''.
{|class="wikitable"
!Hitboxes
|8-9, 13-19
|-
|-
!Interruptible
!Interruptible
Line 361: Line 383:
|-
|-
!Animation length
!Animation length
|34
|79
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=7}}{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Interruptible|c=1}}
!Without Arsene&nbsp;{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=19}}{{FrameStrip|t=Interruptible|c=45}}
|-
!With Arsene&nbsp;{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=7}}{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Interruptible|c=45}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
 
{{MvSubNavJoker|g=SSBU}}
{{MvSubNavJoker|g=SSBU}}
[[Category:Joker (SSBU)]]
[[Category:Joker (SSBU)]]
[[Category:Forward tilts (SSBU)]]
[[Category:Forward tilts (SSBU)]]

Latest revision as of 18:40, August 5, 2022

Joker forward tilt hitbox visualization
JokerFTiltUp.gif JokerFTiltUpArsene.gif
JokerFTilt.gif JokerFTiltArsene.gif
JokerFTiltDown.gif JokerFTiltDownArsene.gif

Overview[edit]

Joker's forward tilt is a very powerful, two hit spacing tool. It has extremely long range, most notably outranging Lucina's forward tilt. Given it's also frame 8, it can be used in neutral against reckless approaches to force the opponent to use other options. Forward tilt can be angled as well, allowing for a high degree of flexibility in its uses (such as the upward angle beating numerous short hop approaches). Given this uses Joker's knife, the disjoint is decently large as well. As a result, forward tilt is often used defensively.

With Arsene active, forward tilt gains a larger disjoint along with a slightly lingering hitbox, improving its utility when it comes to stopping approaches. It also becomes slightly stronger, with +15 base Knockback and +1 Knockback Growth, and added damage from Arsene. Given the base knockback gets the highest increase, this means that the move will send opponents further away at lower percentages, allowing it to further be used as a defensive option. In addition, there is a shieldstun multiplier of 2 applied to the second hit, improving its safety on shield slightly. Given the way Arsene works, if Joker hits on Frame 19, Arsene will connect on Frame 20, effectively giving the hitboxes a slight extension.

All of forward tilt's angles also have different knockback stats. Angled up has a substantial increase (+15 - +18) compared to the other two, although with an angle of 45. It is most optimal to angle forward tilt downwards when it comes to going for the KO; especially with Arsene. This is because downward angled forward tilt also has a knockback angle of 25, which is a solid semi-spike angle for gimping if the player is facing characters like Little Mac. This angle is also substantially harder to DI than the others.

On shield, forward tilt remains the same regardless of angle: -22 on Hit 1, and -15 on Hit 2[1]. While this sounds unsafe, Hit 2's formidable range makes it very safe when spaced correctly. In addition, Arsene makes it just -11, with very few characters being able to punish it without Joker being able to respond. As a result, this move can be used in neutral as a niche shield pressure option while Arsene is around.

In terms of safety on hit, the safest version is the angled up one, being +6 at 0%[2]. However, the low angled variant KOs the earliest, although the advantage becomes more consistent at around 125% (+19 Unangled, +21 Up, +18 Low on Mario). If a Joker player wishes to go for maximum hit advantage, starting with the up angled variant and gradually moving to the lower angled one is a viable strategy to make use of.

Hitboxes[edit]

Angled up[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Hit 1
1 0 0 3.0% 0 AngleIcon180.png Forward 0 100 10 HitboxTableIcon(True).png 2.5 knife 0.0 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 3.0% 0 AngleIcon35.png Forward 0 100 25 HitboxTableIcon(True).png 2.5 knife 0.0 -3.0 to 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2 (without Arsene)
2 0 0 5.0% 0 AngleIcon45.png Forward 45 128 0 HitboxTableIcon(False).png 2.5 knife 0.0 -3.0 to 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2 (with Arsene)
0 0 0 5.0% 0 AngleIcon45.png Forward 60 121 0 HitboxTableIcon(False).png 4.0 knife 0.0 3.5 to 4.5 0.0 1.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 1 0 5.0% 0 AngleIcon45.png Forward 60 121 0 HitboxTableIcon(False).png 4.0 knife 0.0 3.5 to 4.5 0.0 1.7× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Darkness (effect) Explosive (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Angled forward[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Hit 1
1 0 0 3.0% 0 AngleIcon93.png Forward 0 100 20 HitboxTableIcon(True).png 2.5 knife 0.0 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 3.0% 0 AngleIcon40.png Forward 0 100 20 HitboxTableIcon(True).png 2.5 knife 0.0 -3.0 to 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2 (without Arsene)
2 0 0 5.0% 0 AngleIcon35.png Forward 45 110 0 HitboxTableIcon(False).png 2.5 knife 0.0 -3.0 to 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2 (with Arsene)
1 0 0 5.0% 0 AngleIcon35.png Forward 60 106 0 HitboxTableIcon(False).png 4.0 knife 0.0 0.5 to 3.5 0.0 1.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
0 1 0 5.0% 0 AngleIcon35.png Forward 60 106 0 HitboxTableIcon(False).png 4.0 knife 0.0 0.5 to 3.5 0.0 1.7× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Darkness (effect) Explosive (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Angled down[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Hit 1
1 0 0 3.0% 0 AngleIcon93.png Forward 0 100 10 HitboxTableIcon(True).png 2.5 knife 0.0 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 3.0% 0 AngleIcon40.png Forward 0 100 20 HitboxTableIcon(True).png 2.5 knife 0.0 -3.0 to 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2 (without Arsene)
2 0 0 5.0% 0 AngleIcon25.png Forward 45 105 0 HitboxTableIcon(False).png 2.5 knife 0.0 -3.0 to 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2 (with Arsene)
1 0 0 5.0% 0 AngleIcon25.png Forward 60 106 0 HitboxTableIcon(False).png 4.0 knife 0.0 0.5 to 2.5 0.0 1.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Stab (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
0 1 0 5.0% 0 AngleIcon25.png Forward 60 106 0 HitboxTableIcon(False).png 4.0 knife 0.0 0.5 to 2.5 0.0 1.7× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Darkness (effect) Explosive (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hit 1 8-9
Hit 2 (without Arsene) 13-15
Hit 2 (with Arsene) 13-19
Interruptible 35
Animation length 79
Without Arsene  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
With Arsene  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible